Paladin
Base Class: Paladin

Created through dark experiments on the poor and enslaved the Contra-Paladin is someone who works and(or) devotes their being to an evil deity or themselves through the madness gained upon completion of said experiments.

Villains at heart but they may put on a polite and mild-mannered facade, although their intents remain the same. Much like your average paladin can range from a beacon of hope to a tool of holy wrath, your average contra-paladin may lie through his teeth, and paint himself a noble hero, or they may be the darkest most twisted husks of knights one could imagine.

Create their own form of divinity from the trail of blood they leave behind as well as the power of self-suggestion gained as one of the ways to uphold the sanity they have remaining.

Gluttons Mark

At level 3, lay on hands turns into Glutton and self heals for 1d8, every 4 levels onwards doubles.

Also at level 3, Immune to disease.

Divine smite turns from radiant into necrotic with a +1 bonus.

Aura of malice

Starting at 7th level, you and any friendly creatures within 10 feet of you gain a bonus to melee weapon damage rolls equal to your Charisma modifier (minimum of +1). A creature can benefit from this feature from only one antipaladin at a time. 

At the 12th level, the range of this aura increases to 30 feet.

FALL

Starting at 15th level, you gain resistance to bludgeoning, piercing, and slashing damage from non-magical weapons. 

The shackles that hold your humanity are broken as you embrace the darkness to its full extent, you gain +1 in 3 random ability scores and a 25% chance for either necrotic or psychic 1d20 passive. 

Gain access to 1 dark star spell every long rest; has a chance to make survivers fall to their knees for 1 turn.

 

 

Anti-Life

At 20th level, as an action you can surround yourself with an aura of gloom in a 30-foot radius that lasts for 1 minute causing the following effects within the space:

All bright light is reduced to dim light.

Any creature frightened of you starting its turn in the aura takes 4d10 necrotic damage.

You and any creatures you choose within the aura are draped in deep shadows. Creatures that rely on sight have disadvantage on attack rolls against creatures draped in these shadows.

As a bonus action, you cause the shadows within the aura to attack one creature. You make a melee spell attack against the target dealing 3d10 + CHA necrotic damage on a hit and drain the life from them turning the damage into health for yourself or your party.

Once you use this feature, you can’t use it again until you finish a long rest.

Previous Versions

Name Date Modified Views Adds Version Actions
2/10/2024 4:19:35 AM
6
1
5e
Coming Soon

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